Original movements and ranges

Discussion and questions about the latest version of Chaos Reborn. Not for bugs, but for comments about the game play.
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Original movements and ranges

Post by ustolemytiger » Thu Jan 15, 2015 1:00 am

Ok, its probably pretty obvious that i think this game is great and has been consistently well balanced even through the turmoil of balance changes etc.

What i am going to suggest may sound like a massive upheaval but i think that that is warranted as this is an alpha still with nothing set in stone.

I think the original ranges of attack and movement in the original Chaos were better and i am not just being a purist.

The game felt more dynamic when a lion could move 4 for example, feels faster. At the moment even fast units feel sluggish and cannot fully out maneuver slow creatures.

At the moment 3 is the magic number, range of bolt, blob, bow, most ranged attacks. This leads to a lack of strategy and with just using the strongest weapon available, which is usually bolt.

In the original a wizard with a bow and wings had a range of 12, centaur and manticore range of 8, elf 7 etc, there was a different unit for each occasion.

So in short slightly larger boards increased movement and range.

Im sure its all planned out though and thats cool too, awesome stuff so far:)

(Edit:meant to post this in general)

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Re: Original movements and ranges

Post by SpiteAndMalice » Thu Jan 15, 2015 3:22 am

I certainly think that something (and the lion would be a good choice in fact) needs to have a movement of 4 in order to offset the elf's ranged attack.

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Re: Original movements and ranges

Post by Tess » Thu Jan 15, 2015 9:24 am

I think it would be interesting to experience CR with large maps and increased movement rates. At the moment everything does feel a bit claustrophobic compared to the original Chaos. I'm not sure having more space would be better but I'd like to test it.

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Re: Original movements and ranges

Post by Black Leaf » Sat Jan 17, 2015 9:18 am

I've come to quite like the more claustrophobic feel of the new game. But then I generally played the original with eight wizards so I'm used to things being dangerous from the start.

I think one thing to consider might be to make these customisable in the same way as game turns etc.

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Re: Original movements and ranges

Post by NoWorries » Sat Jan 17, 2015 7:15 pm

The original Chaos catered to hotseat multiplayer and hotseat AI gameplay. Chaos Reborn introduces online multiplayer and a singleplayer/co-op campaign. I think the smaller maps and current ranges serve the ambition of quicker gameplay that online multiplayer and co-op matches require, while the current movement/attack ranges cater to the current map sizes quite well.

Though I'm curious how introduction of the teleport spell in the upcoming version 0.24 will change things....
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